Crafting System
Creating equipment and items using the Item Forge.

Crafting Requirements
Reticle Cold War features more than 70 player-craftable items. The only way to acquire items is by:
- Crafting the item on your own (covered below)
- Purchasing the item from the marketplace
- Receiving items as rewards via the attractor lottery
Craftable items require some combination of these resources:
| Resource | Description | How to Obtain |
|---|---|---|
| Forge Points (FP) | Primary crafting currency | Data Shards → Forge Engine conversion |
| Blueprints | Recipes for specific items | Mission rewards, puzzles, trading, intelligence operations |
| Memory Fragments | Special currency for certain items | Memory Machine competition |
| Skill Proficiency | Minimum average XP in relevant skill areas to craft an item | Skill development through gameplay |
| Other Items | Certain items can be merged together | Craft required items |
What Each Item Needs
| Item Type | Forge Points | Blueprint | Memory Fragments | Skill Check |
|---|---|---|---|---|
| Engine Parts | Yes | Yes | No | Yes |
| Puzzle Consumables | Yes | No | No | Yes |
| Memory Machine Components | Yes | Yes | No | Yes |
| Repair Kits | Yes | Yes | No | Yes |
| Probability Matrix Items | No | Yes | Yes | Yes |
| Attractor Modules | No | Yes | Yes | Yes |
| Market Intelligence Modules | No | Yes | Yes | Yes |
| Skill-Boosting Cosmetics | Yes | Yes (rare+) | No | Yes |
| Merged Items | Yes | No | Sometimes | Yes |
Using the Item Forge
The Item Forge in the Operative Evolution Center is where all crafting happens.

Direct Crafting
For items you can afford immediately:
- Select item — Browse available recipes (filtered by owned blueprints)
- Review requirements — Check FP cost, skill requirements, crafting time
- Initiate craft — Pay resources upfront
- Wait for completion — Items enter crafting queue
- Claim item — Move to inventory when ready
The Vault System

For expensive items, use the Vault to accumulate FP over time:
- Set a crafting goal — Select the item you want to craft
- Allocate vault slots — Assign FP generation to this goal
- Monitor progress — Watch your vault fill toward the target
- Craft when ready — Once the vault reaches the goal, initiate crafting
- Liquid FP supplements — If your vault is short, liquid FP covers the difference
The vault prevents you from accidentally spending FP allocated to long-term goals.
Crafting Time
Items take real time to craft based on complexity:
| Rarity | Base Time |
|---|---|
| Common | ~2 hours |
| Uncommon | ~8 hours |
| Rare | ~36 hours (1.5 days) |
| Legendary | ~48 hours (2 days) |
Modifiers: Crafting time adjusts based on skill requirements, player level, and item category.
Skill Checks During Crafting

Crafting involves a d20 skill check against the item's difficulty:
- Success: Item created as expected
- Failure: A percentage of allocated FP is consumed but no item produced (the remainder is retuned to the player)
- Natural 1: Automatic failure (5% chance)
- Natural 20: Automatic success (5% chance)
Higher skills dramatically improve success rates. See Skills & Skill Checks for the full system.
Blueprints

Most items require blueprints before crafting.
Obtaining Blueprints
| Source | Blueprint Types |
|---|---|
| Mission Rewards | Matched to your skill progression |
| Puzzle Completion | Based on puzzle difficulty |
| Intelligence Operations | Exclusive blueprints (Market Scanners) |
| Trading | Any tradeable blueprint from other players |
| Attractor Rewards | Lottery-based blueprint drops |
Blueprint Distribution Logic
The system intelligently distributes blueprints based on:
| Factor | Weight |
|---|---|
| Current skill distribution | Primary (matches your strengths) |
| Near-term progression | Secondary (slightly ahead of your level) |
| Aspirational items | Some (motivates advancement) |
| Trading stock | ~5% (off-spec items for market activity) |
Blueprint Rarity Matches Item Rarity
A Legendary blueprint unlocks a Legendary item. Blueprint rarity determines how difficult it is to obtain.
Merged Items
Merged items are high-level gear created by combining two existing items. They require no blueprint—only the input items and sufficient skill.
How Merging Works
- Acquire both input items — Must be in your inventory
- Open the crafting interface — Found in Item Forge
- Select the item requiring two or more parts — System will automatically detect whether you meet the item requirements
- Confirm craft — Both input items are consumed
- Receive merged item — New item appears after crafting time
Merged Item Benefits
- Cross-career synergies: Combines skill bonuses from different career paths
- Higher stats: Merged items often exceed either input item alone
- No blueprint barrier: Accessible once you have the inputs and skills
Item Categories
Forge Engine Parts
Components that improve your Forge Engine efficiency. Four quality tiers:
| Tier | Rarity | Efficiency Boost | Blueprint Required |
|---|---|---|---|
| Basic | Common | +10% | Yes |
| Quality | Uncommon | +15% | Yes |
| Superior | Rare | +20% | Yes |
| Masterwork | Legendary | +30% | Yes |
Memory Machine Components
Cross-faction competitive items for the Memory Machine competition. Seven component types across five grades (I-V):
- Machine Conduits, Machine Fuel, Machine Cores
- Contest Algorithms, Contest Negotiation, Faction Interaction
- Memory Sink (mission unlock only)
Consumables
Single-use or limited-charge items:
| Category | Examples | Blueprint |
|---|---|---|
| Puzzle Aids | Insight Heightener (extra attempts), Quantum Skeleton Key (bypass) | No |
| Training Enhancers | Skill-specific XP boosters | Yes |
| Intelligence Support | Briefing amplifiers, scenario assistance | Yes |
| Crafting Optimization | Queue management, success rate boosters | Yes |
Permanent Devices
Items that persist indefinitely but require Memory Fragments to operate:
| Device | Function | Fragment Cost |
|---|---|---|
| Attractor Modules | Lottery system for blueprint/cosmetic rewards | Per sync cycle feed |
| Market Scanners | Economic analytics and forecasting | Per scan operation |
Skill-Boosting Cosmetics
Wearable items providing skill XP bonuses. Degrade with use and require Repair Kits.
| Rarity | Durability | XP Boost | Blueprint |
|---|---|---|---|
| Common | 50 | 4-5% | No |
| Uncommon | 75 | 8-10% | No |
| Rare | 100 | 12-15% | Yes |
| Legendary | 150 | 18-20% | Yes |
Repair Kits
Restore durability to cosmetic items:
| Kit Tier | Durability Restored | Blueprint |
|---|---|---|
| Basic | 25 | Yes |
| Standard | 50 | Yes |
| Premium | 100 | Yes |
Probability Matrix Items
Memory Fragment-gated skill enhancers that improve skill check odds. Require fragments to craft and recharge.
Planning Your Crafting: The Roadmap
The Crafting Roadmap is an in-game tool that organizes all craftable items by progression tier, helping you understand what's accessible now and what you're working toward.
Two Planning Views
| View | Organizes By | Purpose |
|---|---|---|
| Item Crafting | Skill requirements | Shows what you can craft based on skill proficiency |
| Item Use | Operative level | Shows when you can equip or consume items |
Key Features
- "You Are Here" indicator — Highlights your current tier in each view
- Career filtering — Focus on items aligned with your career path
- Goal tracking — Set up to 15 crafting targets with progress monitoring
- Favorites — Mark up to 20 items for quick reference
- Progress stats — Track your overall unlock percentage
Using the Roadmap
- Open the Crafting Roadmap from the Item Forge
- Switch between Crafting and Use views to plan from both perspectives
- Filter by your career to see relevant items
- Set goals for items you want to target
- Use the roadmap to guide your skill development and vault allocation
Related Systems
- Crafting Roadmap — Visual planning tool for crafting progression
- The Homeostatic Economy — Forge Point generation and economy balancing
- Skills & Skill Checks — Skill requirements and crafting success rates
- Memory Machine — Earning Memory Fragments
- The Marketplace — Trading crafted items